/*
* CINELERRA
* Copyright (C) 2008 Adam Williams <broadcast at earthling dot net>
- *
+ *
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
- *
+ *
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
- *
+ *
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- *
+ *
*/
#ifndef COLORBALANCE_AGGREGATED
"}\n";
-static const char *colorbalance_rgb_shader =
+static const char *colorbalance_rgb_shader =
"uniform vec3 colorbalance_scale;\n"
"void main()\n"
"{\n"
" gl_FragColor.rgb *= colorbalance_scale;\n"
"}\n";
-static const char *colorbalance_yuv_shader =
+static const char *colorbalance_yuv_shader =
"uniform vec3 colorbalance_scale;\n"
"void main()\n"
"{\n"
" gl_FragColor = colorbalance_get_pixel();\n"
- YUV_TO_RGB_FRAG("gl_FragColor")
+ YUV_TO_RGB_FRAG("gl_FragColor")
" gl_FragColor.rgb *= colorbalance_scale;\n"
- RGB_TO_YUV_FRAG("gl_FragColor")
+ RGB_TO_YUV_FRAG("gl_FragColor")
"}\n";
-static const char *colorbalance_yuv_preserve_shader =
+static const char *colorbalance_yuv_preserve_shader =
"uniform vec3 colorbalance_scale;\n"
"void main()\n"
"{\n"
" gl_FragColor = colorbalance_get_pixel();\n"
" float y = gl_FragColor.r;\n"
- YUV_TO_RGB_FRAG("gl_FragColor")
+ YUV_TO_RGB_FRAG("gl_FragColor")
" gl_FragColor.rgb *= colorbalance_scale.rgb;\n"
- RGB_TO_YUV_FRAG("gl_FragColor")
+ RGB_TO_YUV_FRAG("gl_FragColor")
" gl_FragColor.r = y;\n"
"}\n";
-#define COLORBALANCE_COMPILE(shader_stack, current_shader, aggregate_prev) \
-{ \
- if(aggregate_prev) \
- shader_stack[current_shader++] = colorbalance_get_pixel1; \
- else \
- shader_stack[current_shader++] = colorbalance_get_pixel2; \
- if(BC_CModels::is_yuv(get_output()->get_color_model())) \
- {\
- if(get_output()->get_params()->get("COLORBALANCE_PRESERVE", (int)0)) \
- shader_stack[current_shader++] = colorbalance_yuv_preserve_shader; \
- else \
- shader_stack[current_shader++] = colorbalance_yuv_shader; \
- } \
- else \
- shader_stack[current_shader++] = colorbalance_rgb_shader; \
-}
+#define COLORBALANCE_COMPILE(shader_stack, current_shader, aggregate_prev) do { \
+ shader_stack[current_shader++] = \
+ aggregate_prev ? colorbalance_get_pixel1 : colorbalance_get_pixel2; \
+ shader_stack[current_shader++] = \
+ !BC_CModels::is_yuv(get_output()->get_color_model()) ? colorbalance_rgb_shader : \
+ get_output()->get_params()->get("COLORBALANCE_PRESERVE", (int)0) ? \
+ colorbalance_yuv_preserve_shader : colorbalance_yuv_shader ; \
+} while(0)
-#define COLORBALANCE_UNIFORMS(shader) \
+#define COLORBALANCE_UNIFORMS(shader) do { \
glUniform3f(glGetUniformLocation(shader, "colorbalance_scale"), \
get_output()->get_params()->get("COLORBALANCE_CYAN", (float)1), \
get_output()->get_params()->get("COLORBALANCE_MAGENTA", (float)1), \
- get_output()->get_params()->get("COLORBALANCE_YELLOW", (float)1));
+ get_output()->get_params()->get("COLORBALANCE_YELLOW", (float)1)); \
+} while(0)
#endif